Nonauthoritative host
Software concept
The host/server does not function authoritatively, making anything that player sees to be the real thing. Usually not used in servers that run competitive games to not give unfair advantage to those who lag (via lag teleporting and similar).
1
game
1platform
Name variations: Inauthoritative server
WIN 2012-10-02
This can manifest in two ways:
* Attacker favoring: if you see your attacks hit, they did, no matter if the target sees it happening. Attacker has no notable latency/lag issues, but defender may never know what happened.
* Defender favoring: if the target of the hit doesn't see it hit, they don't. Becomes ridiculous with lag as the target's true position is nigh impossible to determine as this multiplies the latency you need to work with against lagging players.
* Attacker favoring: if you see your attacks hit, they did, no matter if the target sees it happening. Attacker has no notable latency/lag issues, but defender may never know what happened.
* Defender favoring: if the target of the hit doesn't see it hit, they don't. Becomes ridiculous with lag as the target's true position is nigh impossible to determine as this multiplies the latency you need to work with against lagging players.
Parent group
Games by year
The first Nonauthoritative host video game was released on October 2, 2012.
Platforms
Windows | 1 |
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